Using Particle Cannons to defend my tower...
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- čas přidán 1. 03. 2022
- Just when we thought games couldn't get anymore addictive, Rogue Tower comes along and combines the addictive and fun nature of a roguelite with a tower defense style gameplay. The result is a hugely replayable game that's just missing a fast forward button! This is part 2 where I discover the incredibly overpowered particle cannon!
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About Rogue Tower:
Rogue Tower is a tower defense game with roguelike elements and a continuously expanding path which you can influence. Unlock new towers and buildings, build up your defenses, upgrade your towers through card draws and cash, expand the path tactically to control how enemies move and defend your tower.
store.steampowered.com/app/18...
#realcivilengineer #RogueTower #ThisGameIsTooAddictive - Hry
The landmine tower needs to be placed at the end of your path(close to your homebase) so that they can accumulate mines as a last resort
@@Taolan8472 time gets frozen when between waves
so mana doesn't regen and landmines don't accumulate
@@Taolan8472 Having landmines on a corner rather than near your Homebase is a waste, since that is a vital spot where you need to place your main or sub DPS towers
@@Amodh1257 both, genius. Both. You put landmines at corners and intersections because you get more mines per emplacement.
super underrated tower
@@cyclone4022 If you ever try to do a "only use mines" run, I think your opinion might change. Very over priced for the damage potential.
Should definitely have set that first flamethrower to "most armor" since they do bonus dmg to armor. Similar to how Poison is better for shields as it stops them from regenerating the shield.
UP
Ok boomer
@@foundthingsifound Ok no life
The + affects the range AND the damage so you were correct both times!
Correct, it says this in the game loading tips.
wasn't sure myself (as all youtubers are really really bad at showing mechanics properly), but was hilarious to see him make that statement and immediately show that "base damage" is 13 in one case, and 10 in the other (by [finally] bringing up the dialogs directly after one another, like I just mentioned noone done before).
It adds another 10% damage per level. Not sure if it is 10% for range or of another measure.
it adds range and flat bonus base damage which is multiplied by type damage
+
"You wouldn't think skeletons would burn or be affected by poison..."
I'm more surprised they're affected by bleed considering they have no blood.
I always thought it bizarre POISON worked on shields, but I grew to accept it lol.
AYEOOO was gonna say this SAME thing
Bone burns. Not very well, but it does. Poison could be explained as acid, corroding the bone instead of actually being _poison._
Bleed...I mean it is the marrow inside the bone that creates blood cells, but in the case of an undead skeleton...yeah.
there is blood in your bones i think
how long can this go no for
Matt you should specialize some types of towers to only take down armor or shield (one each). Those darn architects won't take any HP damage if they still have armor / shield. Most of the times you lose bcs of heavily armored/shielded units.
Love the play though. Keep building the strongest shape!
And note that shields (weak to poison) are always the first layer you need to damage, then armour (fire) and then the squishy flesh parts (giant saw blades)
Easiest strat I've found for single lane is fire+poison sprayers. Focus on poison sprayer mostly, but try to take the +armor on the fire sprayer. Go straight to slow from poison then expunge. You can set up an extremely cost efficient defense using those and save up boatloads of gold for when the academies appear. Use just enough fire sprayer to knock down armor but otherwise just spam clusters of poison sprayers. Make sure you take at least a moderate +crit. When everything is taking 5-30k crits from expunge, it's easy mode.
Watching Matt play this game is sometimes painful. He was right about the height increasing damage but the range is also increased. He is completely wrong about the houses because they give money based on the stage level not the tower level... he needs to focus some towers to take out the heavier enemies not just the first.
And the upgrading for armour while shield was the problem
Daddy chill
To be fair, this game has very little information about some mechanics
The best place for the encampments is close to the tower, or anywhere that will take the enemies a long time to get to. Otherwise it's kind of useless, because it doesn't produce enough landmines to be effective. And I know many people have already said this, but there's a limit to the damage per second for burn, poison, and bleed. You can upgrade damage per second using the cards. The numbers just show how many seconds it will last. A good strategy is to spread the D.O.T. towers through the map, to keep the numbers up but not over doing it.
Other than that, have fun! You make very entertaining videos :)
Can you please turn this into a series because I really live this game and I would like to see more of this game.
If the game has consistent content and an end goal, I am on your side.
Love
Amazing I want more
@@locke_ytb it does
@@papapuffin9181 Oh, perfect!
Burn, Poison and Bleed damage is no immediate. You are not doing 12 thousand damage, it's potential damage, it will do a max damage per second according to your card upgrades so it's not worth adding more flame or poison towers because at 50 DPS it'll take 4 minutes to do 12k damage and it'll be dead much sooner or have already reached the tower.
It's totally worth it. But you need the cards to increase the rate and to convert 10% of the burn/bleed/poison to direct damage on crit. On my ballista + flame thrower only run dot damage accounted for about 60% of my total damage output. A large portion of which was fire damage, due to the cards that increases burn rate based on slow and add slow on poison. My burns were ticking for ~300 damage per second. Plus 1000+ bonus crit damage against high health targets where it could stack high before they died.
Haha yeah, DoT(Damage over Time) doesn't really work when... well.. you don't have time 🤦♂️
@@SirCorrino I agree. When I said it's not worth it I meant in this particular instance. Once you unlock more cards it could do a lot of damage depending on your card combination but I don't think he has unlocked those cards yet.
Basically, the most damage you can gain benefit from applying is your [rate of damage] multiplied by [time in seconds they take to reach the tower. If they'll take 30 seconds to reach the tower and you haven't upgraded your burn damage past the base [25], then any burn damage over 750 is wasted; they'll touch the tower with all the remainder left. The cards that increased bleed, poison, etc, increaset he base rate by 25, then 30, and so on. But even with your bleed damage at 80 per second, anything over 2,400 bleed is wasted for an enemy that'll take 30 seconds to reach the end.
@@serraelakha2758 True, but once you get the cards that convert dot damage to bonus crit damage there is no cap on what is useful since you'll be converting most of the dot damage to direct damage anyway.
Even with Flame Throwers constantly applying 200% Burn it was hard to keep it above around 3-4000 since it would be converting so much of it from other towers constantly critting.
its range and damage on the +3's etcetera. you can see the base damage increases as well (13 on a +3 ballista and 10 on a ground level ballista)
Matt: "We learnt a lot"
Also Matt: "The +3 is only for range, not for damage"
You need to use the houses, when your tower upgrades it gives you more gold per turn, I have gotten so much gold that I don’t know what to do, you can put up to 4 houses around them. But please use them. Also keep your early towers, you will need them late game, upgrade them yourself. BUT USE HOUSES!!!
It's based on the wave, not the tower level. Each tower gives the number wave in gold. So if you next wave is wave 5, you'll get 5 gold per tower around the house.
I just stick as many ballistas as I can afford around each one. In the long run it pays. Haunted houses and mines are a trap, if you can afford mines you could have had more towers instead and H.houses don't pay out enough to be worth it.
@@crown9413 Why don't they pay enough to be worth it? how many graves or rounds are needed to get back the 500 gold?
Either way, they would be worth plonking down when you have unused gold, then you can demolish to get back the 500 gold in addition to what it netted you (granted, it means picking it as an upgrade. but sometimes your choices aren't stellar)
@@feha92 It depends how long the rounds are and if you can put a single haunted house between several graves. They pay out every few seconds so If you have lots of slow towers to make the rounds take longer maybe it's worth it.
But I've found the payouts are so low its not worth the mental energy+ real estate + opportunity cost + skill point. Early banditry is where the real money is.
No, houses give money based on the wave level, not tower level.
The issue with elemental damage is the fact that it has time to stack up, but not enough time to actually go through. Maybe upgrade the max damage per second taken atributes? Also specialize towers for shielding/armor shredding.
the encampment tower seems more like a back line tower then a front line tower
Its not meant for general dps, its meant to sit in the back accumulate mines then kill off stray enemy's that the rest of your defenses missed
there are upgrade cards that increase the maximum damage per second from poison, bleed, and burn - it's a pretty strong tactic if you get those
There are a few problems with the poison and fire strategy:
1.) it stacks up damage and does it slowly, so some things will get through faster than they can take enough damage. Robo oogie had more than enough damage on him to die, he just wasn’t dying fast enough
2.)even if something had enough damage on it to kill it, the towers still attack until the damage kills it, wasting mana and time
3) you already experienced how much mana it takes
Just a few tips!
Hello Fellow Engineers. I quick piece of advice from someone who loves tower defense games. If you get the mine dropping tower place a bunch near your tower as a last line of defense. I really hoped you would show that in the video but maybe next time!. Love the vids place make more with this game.
The houses will give a lot of gold but they take time. They start slow with little gold but give more each round depending on the amount of weapons next to them. So surround them with ballistas always.
Spamming ballistas around houses is so worth it
idk about that, i only put my balista if the house is near a path so my balista doesnt 100% useless
House surely give bonus gold, but if you look at the Percentage about how many gold it produce, you dont want to spam to much on it, specially when balista price is already high.
for example, i clear the game with 10% income from house
25% from banditry
and 65% from normal kill
Put balista on house is good, but dont overdo it
@@Mahfy1 As far as attack towers go nothing is remotely as cheap as the ballistas, if you think the price on them is high you might not be raking in as much coin as you should be to start with
The real solution is to put mana banks next to houses. They still get the gold and don't care about their placement.
1:17 You weren’t wrong, you do get increased base damage! your ground one is 10 base with standard range and the elevated one that you placed on a +3 has 13 base damage as well as a 3 tile larger radius
Your Damage Over Time (DOT) effects have caps, so stacking multiple of the same DOT turret is less effective. You need to mix in some raw damage turrets, and especially "free" turrets like ballistas that dont use mana.
Not if you mix in one of the crit perks that burns up DOT's.
@@TheSpongiform i havent encountered that yet. Oooooooooo
19:15 I laughed out loud when you look at the final defenses and there weren't any around the tower. I must have missed you selling those off earlier.
"it covers the path in landmines. That cud be good at the start"
**facepalms** Mine units are not good at the start... They are good further back bcuz they have more time to place down mines and can work wonders for creatin an effective barrier of progress for the mobs until a big boss comes thru and gets hit by all the mines.
Yeah this is like the first thing you learn in any tower defense game
@@andresperez8658 I do get the logic of it does a lot of dmg so put at front, but yeah... It does so much more dmg when it matters if you keep it much further back and just have the other towers take care of weakenin the startin mobs.
Also, with his whole DOT strat here; he doesnt want to thin out their numbers early as that just means that later shots have less targets in their AOE thus meanin more mana is used to kill less enemies... Bcuz you killed the enemies before the mana users got to them.
He probably thought it’s only gonna release mines if there’s enemy in the area only
Ok boomer
@@foundthingsifound That is the single best possible reply to this comment xD Esp as i do feel like a bit of a boomer here sayin how tower defense games work bcuz ive been playin them for so long as to see the patterns
Thanks to you, I now have unlocked everything, have best runs of lvl 44 on 1-lane, lvl 45 on 2-lane and lvl 28 on 3-lane. But I used to get a lot more done.
3:55 I love how the shredder's description is a DOOM reference!
Technically, the more you expand, the better the particle cannon gets
I like the description for the shredder “launch blades to rip and tear until it’s done”
The Bleed/Burn/Poison Damage is the amount of damaged Queued. Your base rate starts at 30/sec (which is why you see it decrease by 30 every second). So getting huge amounts of Bleed/Burn/Poison isn't effective unless you take the upgrade cards that let more go through per second. It's a balancing act. There's a card "Make Them Suffer" that increases all 3 by +40, and is always a must have when I play. There are also a card that causes crits to deal extra damage based on current burn/bleed/poison respectively, or increase damage taken if the target is suffering. Finally each Damage over time has a special effect card: Poison and only Poison can cause Slow with Creeping Cough, where the more they are poisoned, the slower they move; Burn increases its damage per second by the amount of slow (slower enemy = higher burn rate) and bleed gives crit chance.
TL:DR, Getting Huge amounts of Bleed/Burn/Poison aren't effective unless you take Bleed Them Dry/Kill Them With Fire/Slow and Steady/Make them Suffer to increase the Rate the damage flows, or take the status effect bonus effects of Exsanguinate, ignite, Expunge, or go into the special combos of Creeping Cough, Slow Cooker, and Eviscerate.
Unlocking the cards every level is a must. So many options. Honestly even upgrading the basic ballista to have all status effects and extended range is a nice feature.
However the random draw of the map tiles will always screw you over. The best progress I've had is a layout that was mostly switchbacks wrapping around 2/3s of the tower. It meant all the extended range towers could essentially perpetually fire no matter where they are.
The houses give gold equal to the map level multiplied by the number of towers around them. So 1 house at wave 13 with 3 towers around it will net you 39g.
With the Fire, poison, and bleeding damage, you need to increase the damage per second cap. The number you see on the monster is que'd damage. Its how much they will take eventually, not how much they take/taken per second. So the 9000 flame towers are pointless if the monsters can't take the damage fast enough. Like at the end with Robo Oogie, the 12k fire damage is qued. Wasted efforts there.
Keep em coming my internet friend, love your content.
queued*
This game totally remind me of Balloons Tower Defence and also of Gemcraft.
I would extremely recommend playing Gemcraft, both games are awesome.
Also, the way the sun moves and the shadows do theirs thing is great. To be honest i'm not sure what game is more complex, i thought at first this game but then I guess Gemcraft can be over it. But yeah, Gemcraft and BTD are the GOAT.
Please, matt you have to play Gemcraft, there are different releases already, maybe if you try the first then the 4th or 5th and finally the ones on Steam, because only the last two are available from Valve's since the beginning.
I said that because i'm not sure that I would have enjoyed the last two releases of Gemcraft that much without (knowing of course and) playing the other ones before.
And undoubtedly Creeper World 1,2,3 in that exact order.
I feel Matt loves the same games i do. UwU.
Greetings from Mexico. 🤗
Poison tower is good for shield(purple bar), flamethrower tower good for armor(yellow bar) and shredder good for health(green bar) and low hp group. Flamethrower was good against "stack of logs" unit. You need to programm them to ther strongest dmg output. Like poison tower target: most shield, most armor, most hp (the tower will see in his radius first thing he will target will be who has most shield(purple bar) then if ther is no shield units he will do the 2nd comand and if there is none of these comands he will just target first unit ). Sorry for my bad english writing skill :(
Video was very good .
Sprayers work best at the end of a straight line so that the spray is 100% on the path.
obelisk + lookout is an insanely good combo. the more buildings you take, the larger the upgrade card pool is each time you can pick a card (aka you wont get flame thrower upgrade cards if you dont have the flame thrower), so if you want a specific set of upgrades you are better off not taking all the different towers you dont plan on building
Enemy pushes battering ram to the gates. RCE "why did they bring a stack of logs" . Your channel is awesome
Something I have noticed while watching is that the burn/poison numbers are not actually the amount of damage done! It's the amount of damage the creature will still recieve over time, and it's going down at the rate your upgrades allow, so 26/s by default, and then some were upgraded to 50/s! Might be something to keep in mind for the future!
So to kinda help you understand how the upgrades work as well as some of the numbers you're seeing, allow me to explain a little.
First we'll cover the easier part the bleed/burn/poison that you see being applied. So in order for those to deal more damage you have to grab the upgrade cards that increase it's damage. The numbers you are seeing under their health bars that is just a timer. Each time bleed/burn/poison is applied that value increases thus making them take dot longer, but it doesn't increase the damage.
The individual upgrades to health/armor/shields these obviously increase damage but they also unlock the card draws for their respective damage types bleed/burn/poison.
In the upgrade tree you'll notice the upgrade cards are arranged in sets. While you are playing if you don't already have the previous card unlocked you can't draw the later cards. You have to first grab the earlier upgrades in order to draw the later upgrades. This'll make more sense if you try doing a run where you devote your efforts towards the ballista. Only do that once just to see, it'll make you less money so it's a terrible way to play but it'll make the upgrade system a lot clearer.
So, just as a heads up, Obelisks are absolutely busted if you can maintain the mana. The damage potential is ridiculous, and the range is pretty reasonable. I would recommend some obelisk spam along the final stretch to your tower, that way they are on standby for particularly tanky bosses. Also, Mortars are surprisingly effective when sparsely placed on any +4 or greater tile. They have range rivaling particle cannons and do AoE damage, at the drawback of a hefty projectile travel time.
Try nova drift, you can do some crazy stuff! (Use the salvo for tons of missiles)
Honestly just dropping by to leave the comment. Got into you watching timberborn, and I loved it. The numbers and all of your effort were phenomenal. Would love to see more, similarly intellectually compelling content from you. Haven't been enjoying these newer videos as much as I enjoyed content from you in the past, just no real engineering going on in a game about tower defense. Looking forward to seeing more on my feed from you, RCE.
It really astonishes me how many ppl explain this game in so much detail when placing towers and upgrades but never actually set their priorities to be useful
Yes, this game is great. you need to keep making vids for this game :)
I feel like the cold damage from last time would have been good as it reduces the speed, which would be especially good through the murder zones
You got me addicted to the game, too 😅
Bought it after your last video and have been constantly playing
1:23 an architect would have instinctively known this because "building more higher = view more better"
Shredders are so OP. Bleed damage is so hard hitting that one shredder can drastically change how you're doing.
0:58 Nice Doom reference there
I've been playing for almost a week and I just learned you can manually upgrade the towers..... Thank you for saving some frustration and grind
Knob structures are a staple of RCE content, intentional or not
tbh that kinda feels like the type of game when meta is unlocking one or two towers and focus on their upgrades just because of thinning upgrade pool
“Ahhh there all bleeding it’s wonderful just wonderful” best quote yet.
@1:40 you were half right, it's BOTH range and damage :p
I have played a lot of this game because you of. Never knew I could upgrade my towers lol. I’ve gotten so far without upgrades I’m excited to give it another go.
Game?
Issue with elemental damage is that number isn't how much damage they're taking, it's the stack. They'll keep taking damage of that type so long as they have the stack. But the stack's size doesn't equate to more damage. So while having a 10k burn stack looks cool, it means you've overdone it on flamethrowers.
Man's gonna be real happy when he learns combat engineers place landmines
The mana bank is better in the long run even though it costs more. Cause it also increases your max mana
Also try putting the encampment at the end of the track as a backup.
Love little Easter egg in the description of Shredder tower (a nod to Doom)
Love to see more when you can bud, love watching you play this one
Looks like RCE doesn't understand how Damage over Time effects work here. As far as I've noticed, towers add damage to each unit's respective pool (fire, poison, bleed) and then all units take some fixed elemental damage every secon if they have any damage in a pool. So when you see 5k damage on some unit it means they will take 5k damage given enough time but each second only take let's say 80 damage. This means stacking multiple towers which add same elemental damage is not effective unless you boost that damage per second units can take.
This is based on me watching RCE's videos, I haven't played the game personally so I might be incorrect.
You're entirely correct haha. Matt was being a real architect this time
I saw one youtuber winning this game with only 2 tesla coils and it was two way castle .. try upgrading it is so powerful!
My personal favorite combo is flame/poison/frost in one area then I'd have the particle cannons prioritize health, then shield, then armor, so if there is someone with more shield or armor then health, the cannons will prioritize them instead of a ground unit with a lot of health
There should be an option for Banditry, which will do wonders for your ability to turn on the cash spigot. Good luck Matt!
Hi Matt! Because of you I'm also addicted to this game. Thanks buddy!
You should have used more particle cannons on high areas targeting most health, sheild and armour
Personally, I think that the stack o’ logs should take more flame damage, since it seems to be made out of wood, and wood is flammable.
flame tower indeed deal more damage to the log
since log has lot of armor and flame thrower have high armor multiply
while poison tower good for shred a shield (purple bar)
while shreder good for green bar (healt)
put ballista around the house so you can utilize its purpose. Also Flamethrower for Armor, Poison for shield and also make them slow.
It’s not just range. It add to your base damage, which gets multiplied by the standard tower bonuses. It’s not much damage, but it is damage
I love these. Please do make more vids on this game Matt!
When you hoved over both towers the one on the +3 and the regular one. The +3 had more range and more base damage. Range was 6.5 and base damage was 13, where the regular one was range 5 and base damage 10.
Always set Poison/Bleed/Burn to target MaxHealth/Armour/Shields bcuz that guarantees the most amount of enemies get hit with the dmg over time debuff. If you leave them on Progress they will needlessly repoison targets that were just poisoned.
The only better targetin wud be LeastProgress/Last but i dont believe thats a targetin option in this game sadly. This wud guarantee they always target fresh enemies with their DOTs and in the case of the the saw, poison cloud, and flamethrower... That also means any enemies in front of that last target wud be hit by the AOE dmg and get debuffed as well.
26:10 i cant believe he didnt notice the ballista damage
In before RCE realizes that those huge numbers for fire, bleed, and poison are pending damage and having massive numbers like that isn't actually helpful without increased damage per second. That's why your burn number was higher than the bleed or poison, because both of those had increases to their per second values, but your fire didn't. Also the landmines take a long time to deploy so they're best taken advantage of after major AOE zones that eliminate most of the smaller enemies
The shredder towers description says launches saw blades to rip and tear until it’s done which the rip and tear until it’s done part is taken from doom lol
1:25 He’s wrong, but also right. If you look in the top right corner of the ballista menu you can see the damage. In the center of the ballista menu it show range. Both increase on the plus 3.
I think the hidden knowledge the university unlocks is actually more upgrade cards; also try a run where you go particle cannon only like in the thumbnail
nope, its increase multiplier dmg to all of your tower by chance/round.
Hey Matt, you are being a real architect with your tower placing technique. An engineer would hold "shift" when they wanted to place multiple of the same tower.
Stops you needing to faff around with all the extra clicking
You should set your fire towers to target high armor, and poison towers to target high shields.
If I'm reading things correctly, then the damage over time effects, bleed, burn, and poison, have a limit to how quickly they can do damage. So, even though the Robo Oogie had tens of thousands of damage accumulated, the damage wasn't being done quickly enough to stop it.
The mine placing thing is nice in the end, all enemies making it to there will be blasted to death.
From what I've observed with the houses, the gold they give adds up with every round. Basically, if you put four towers next to a house, it will give you 4 gold then 8 gold for the next round then 12, 16, 20, and so on and so forth.
Also this is a really lucky game, god damn.
Combination of Mana Banks and Haunted Houses would stack to make a ton of money. But you lose so much money selling upgraded buildings, sometimes it's painful.
you should put the shredders in the back because they shoot it and then the saw just goes trough the enemies till the start
You really need to set many of your towers to hit specific targets, Like Fire towers on Armor, Poison on Shield and so on!
Badly needed some Teslas around where paths converged. They're great value for mana
1:35 it does range and damage, it says base damage on ground baliista 10 but the one at the +3 is 13
Mattttt, place the saws in the middle or the end, they run all along the roads but only backwards!!!!
The doom reference in the shredder’s description is really tasty
Almost positive that the stacked damage numbers from effects over time is the total damage it will do at “blank” per second
3:56 the doom eternal reference
tower-Shredder launches saw blades to "rip and tear until it is done"
Terrain height adds to a tower's base damage and range. Each height increase gives 1 base damage and 0.5 range. The range is additive so the effect is most pronounced on short range towers.
Priorities are important, distribute the damage. Also, spam the houses with ballistas
Reaching 1 million subscribers soon good job and what type of engineer are you e.g mechanical etc
It's literally in my channel name... 😅
@@RealCivilEngineerGaming me dumb i got to carried away and thought that because i wanna get atleast a bachelor degree in mechanical engineering
I can't wait to hear back from my hopefully new workplace so I can finally have the spending money to play this game, looks so fun but for now I gotta just get my fix by watching you play it, please keep em comin
pretty cool seeing a rouge like tower defense
You should place a bunch of ballistas next to the little houses, it generates money.
You should try and max out all the towers! I think that would be cool.
Most people: I'll use simple and a variety of troops/equipment to protect my tower
Him: HaHa Particale Tower go brrrrr
Poison tower looks like it should switch targets quickly, to keep lots of units poisoned. Try it on highest health. The poison also keeps them from regenerating health.